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  • Adds basic movement anticipation. As soon as you click, you go to an "AnticipateMove" node in the animation controller. Right now that node has the walk animation, because I think that looks better than the "walk start" animation--it is a little subjective, though, and probably has something to do with the animation node blending settings.
  • Fixes the bug in ClientInputSender where movement inputs only update at 2fps. I did leave them capped (at 20fps), because I thought leaving them uncapped didn't show best practices. It feels plenty responsive at 20fps update.

@SamuelBellomo SamuelBellomo added 1-Needs Review PR needs attention from the assignee and reviewers 2-Reviewed with Comments PR requires owner's attention labels Mar 17, 2021
public Animator OurAnimator { get { return m_ClientVisualsAnimator; } }

[Tooltip("These values must be set to match the values of the default node in each layer in the attached animation controller")]
public List<string> m_DefaultAnimationNodes = new List<string>
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Another way to do this is to use the Tag field of the animation nodes, and give all the starting nodes the same Tag. That's a little less error-prone because people won't need to maintain this ordered list of default nodes. (can just use IsTag(m_DefaultNodeTag) in place of the IsName() calls)

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that's so much better! I have made that change.

@SamuelBellomo SamuelBellomo added 2-One More Review One review in, one to go and removed 2-Reviewed with Comments PR requires owner's attention labels Mar 18, 2021
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Tested this with host + client and it works and looks good. Also agree with the name changes in this PR.
I wonder if we could make the rampup animation already turn the character towards the target direction you plan to move. I think that might look even better.

@LukeStampfli LukeStampfli added 2-Reviewed with Comments PR requires owner's attention and removed 1-Needs Review PR needs attention from the assignee and reviewers 2-One More Review One review in, one to go labels Mar 18, 2021
@SamuelBellomo SamuelBellomo merged commit 16ddab4 into release/v0.1.0-experimental Mar 19, 2021
@SamuelBellomo SamuelBellomo deleted the feature/movement_anticipation branch March 19, 2021 20:29
SamuelBellomo added a commit that referenced this pull request Mar 23, 2021
* release/v0.1.0-experimental:
  event added for ClientCharacterVisualization on destroy to remove UI elements (#190)
  Feature/template cleanup (#177)
  adding a simplified version of my animation_anticipation change that … (#182)
  cleanup for downed player on late join (order of operations) & health check (#174)
  update mlapi version (#183)
  Removed unused component reference from CharLight (5) game object, (#189)
  redundant meta files removed
  ReadMe update with Discord Channel awareness (#186)
  Update LFS content in README (#151)
  ready button disabled sprite field updated (#178)
  fix: Remove development test scenes (#179)
  Update CONTRIBUTING.md
  Sam's comments
  #
  version update (#170)

# Conflicts:
#	Assets/BossRoom/Scenes/BossRoom.unity
#	Assets/BossRoom/Scenes/CharSelect.unity
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6 participants